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Demonstration of visual differences between various frame rates and motion blur.

CAPSLOCKSTUCK

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Very interesting info. And food for thought

https://frames-per-second.appspot.com/

Motion blur is a natural effect when you film the world in discrete time intervals. When a film is recorded at 25 frames per second, each frame has an exposure time of up to 40 milliseconds (1/25 seconds). All the changes in the scene over that entire 40 milliseconds will blend into the final frame. Without motion blur, animation will appear to jump and will not look fluid.

When the frame rate of a movie is too low, your mind will no longer be convinced that the contents of the movie are continuous, and the movie will appear to jump (also called strobing).
 
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See, I don't see this jumping when I turn off motion blur. In fact, motion blur is very overdone, and looks very unrealistic to what we normally see, with how it's implemented in games, IMO. I turn it off, and have a pleasant gaming experience.
 
See, I don't see this jumping when I turn off motion blur. In fact, motion blur is very overdone, and looks very unrealistic to what we normally see, with how it's implemented in games, IMO. I turn it off, and have a pleasant gaming experience.

Did you click on the presets down the page a bit ?
 
Did you click on the presets down the page a bit ?
I did. And the representative stuff looks unrealistic to me. In games, motion blur is just that, complete blurring to me. In real life, you have to get something incredibly fast to get that blurring, like a baton twirler twirling a baton.
 
On my smartphone at the moment so can't view the video or give a long reply, but I can say that a high frame rate with a strobing backlight removes 99% of motion blur in computer animations. Check out www.blurbusters.com for really expert info on this.

More later.
 
And the representative stuff looks unrealistic to me. In games, motion blur is just that, complete blurring to me. In real life, you have to get something incredibly fast to get that blurring, like a baton twirler twirling a baton.

Agreed. i dont game with anything like your specs, but i have seen good rigs at high res. It could be another Coke vs Pepsi challenge. .....To blur or not to blur.


They always do the Coke/Pepsi thing with a blindfold on, could be a bit of a problem.:banghead:

More later.

Good. :toast:
 
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everybody sees things different, i can see up to 110hz and past that it looks the same.

i know others who can tell the difference higher.

at the same time i know people unable to tell sd from hd, nevermind 720 from 1080...
 
It could be another Coke vs Pepsi challenge. .....To blur or not to blur.
They always do the Coke/Pepsi thing with a blindfold on, could be a bit of a problem.:banghead:
:toast:
Maybe they need to use people trained in the sound of blur ....
 
I do think there is still a difference between watching a movie and playing a game.

When watching a movie the framerate is constant. However even in movies sometimes the motion blur 'post effect' is very visible, and makes movement look artificial and clearly shows the use of CGI. On the other hand, watching film at 50 or 60 fps creates the 'soap opera' effect, which also looks fake to many people, strangely, because it does provide the smoothest movement while retaining sharpness of the object in question. I think that is just a matter of what you are used to, as most TV content is not 60 fps.

In gaming the framerate can, and most likely will, vary. Vsynced 60 fps however looks completely solid during movement and is only hampered by the capabilities of your display (ghosting, gtg response, etc). Framecapped 60 fps may produce a less consistent image. Motion blur will not eliminate these issues as soon as the framerate changes, in fact, motion blur can actually make framerate variance more pronounced. When you run at a solid, lower amount of fps (say 40), motion blur makes a game feel like you play it in slow motion. Movement is smooth on perception but not on your input - you 'feel' 40 fps but hardly observe it.

The above is the best explanation I can give for my own experience with motion blur in gaming and film. I can't look at it comfortably, it is clearly visible as a post effect.
 
Ok, I've seen those demos now and can say that they help to clearly demonstrate the differences in framerate and motion blur.

Basically, what looks best is a high framerate (100Hz+) with strobing backlight, since that delivers super smooth motion while keeping the moving scene or object pin sharp. Any modern LCD monitor with a strobing backlight will deliver this level of animation quality and it's so fantastic that getting one is a no-brainer.

I think Benq are the leaders for this type of monitor, but check before you buy.
 
I just recorded it with my camera at 120FPS to compare with my 60Hz TV that interpolates frames to 120hz and 120Hz made a significant difference on the edges being clean and crisp even VS the 60Hz, but I also notice that the background is jumpy even at 120hz so I might question the quality of the test.
 
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